An attempt at rewriting the Stargate plugin's code to make it readable and mainainable.
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2011-05-05 22:21:51 -07:00
src Fixed an NPE with iConomy handling 2011-05-05 22:21:51 -07:00
README Fixed an NPE with iConomy handling 2011-05-05 22:21:51 -07:00

=============
 Description
=============
This is a port of the Stargate plugin from hMod.
Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.
This port will import your existing locations.dat file from the hMod Stargate plugin!
iConomy support added back in, only costs are create, destroy and use.

=============
Known Issues
=============
Hmm.. None?

=============
 Permissions
=============
 - stargate.use - Allow this player/group to use stargates.
 - stargate.create - Allow this player/group to create new stargates.
 - stargate.create.personal - Allow this player/group to create new stargates on a network defined as their name.
 - stargate.destroy.all - Allow this player/group to destroy any existing stargate (Replaces stargate.destroy)
 - stargate.destroy.owner - Allow this player/group to destroy any stargate that they are the owner of.
 - stargate.hidden - Allow this player/group to see all hidden stargates.
 - stargate.private - Allow this player/group to use all private stargates.
 - stargate.free.use - This player/group is not charged to use gates even if the gate has a cost.
 - stargate.free.create - This player/group is not charged to create gates even if the gate has a cost.
 - stargate.free.destroy - This player/group is not charged to destroy gates even if the gate has a cost.
 - stargate.world.{worldname} - Allow this user/group access to gates on the world {worldname}
 - stargate.network.{networkname} - Allow this user/group access to the network {networkname}
 - stargate.option.hidden - Allow this user/group to create hidden gates.
 - stargate.option.alwayson - Allow this user/group to create always-on gates.
 - stargate.option.private - Allow this user/group to create private gates.
 - stargate.option.free - Allow this user/group to create free gates.

=============
Instructions
=============
Building a gate:
    OO 
   O  O - These are Obsidian blocks. You need 10.
   O  O - Place a sign on either of these two blocks of Obsidian.
   O  O
    OO

Sign Layout:
 - Line 1: Gate Name (Max 12 characters)
 - Line 2: Destination Name [Optional] (Max 12 characters, used for fixed-gates only)
 - Line 3: Network name [Optional] (Max 12 characters)
 - Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate, 'P' for a private gate, 'F' for a free gate)

Options:
The options are the single letter, not the word. So to make a private hidden gate, your 4th line would be 'PH'.

Using a gate:
 - Right click the sign to choose a destination.
 - Right click the button to open up a portal.
 - Step through.

Fixed gates:
 - Fixed gates go to only one set destination.
 - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to a fixed gate however.
 - To create a fixed gate, specify a destination on the second line of the stargate sign.
 - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.

Gate networks:
 - Gates are all part of a network, by default this is "central".
 - You can specify (and create) your own network on the third line of the sign when making a new gate.
 - Gates on one network will not see gates on the second network, and vice versa.
 - Gates on different worlds, but in the same network, will see eachother.
 
Hidden Gates:
 - Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
 - A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
 - Set the 4th line of the stargate sign to 'H' to make it a hidden gate.
 
iConomy Support:
 The latest version of Stargate has support for iConomy. Gate creation, destruction and use can all have different costs associated with them. You can also define per-gate layout costs. The default cost is assigned in the config.yml file, while the per-gate costs re defined in the .gate files. To define a certain cost to a gate just add these lines to your .gate file:
usecost=5
destroycost=5
createcost=5
toowner=true

==============
Custom Gate Layout
==============
You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:

portal-open=90
portal-closed=0
X=49
-=49

 XX 
X..X
-..-
X*.X
 XX 

portal-open/closed are used to define the material in the gate when it is open or closed. 
"X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
 
==============
Configuration
==============
default-gate-network - The default gate network
not-selected-message - The message when no destination is selected
portal-destroy-message - The message when a gate is destroyed
portal-create-message - The message when a gate is created
not-owner-message - The message when you aren't allowed to push the gate button
other-side-blocked-message - The message when the gate you're dialing is open
teleport-message - The message when you are teleported
portal-folder - The folder your portal databases are saved in
gate-folder - The folder containing your .gate files
destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
useiconomy - Whether or not to use iConomy
createcost - The cost to create a stargate
destroycost - The cost to destroy a stargate (Can be negative for a "refund"
usecost - The cost to use a stargate
not-enough-money-message - The message displayed if a player lacks money to do something
networkfilter - Whether or not to disallow users access to a network if they don't have the 'stargate.network.{networkname}' permission.
worldfilter - Whether or not to disallow users access to a network if they don't have the 'stargate.world.{worldname}' permission.
toowner - Whether the money from gate-use goes to the owner or nobody

=============
  Changes
=============
[Version 0.4.6]
 - Fixed a bug in iConomy handling.
[Version 0.4.5]
 - Owner of gate now isn't charged for use if target is owner
 - Updated for iConomy 5.x
 - Fixed random iConomy bugs
[Version 0.4.4]
 - Added a check for stargate.network.*/stargate.world.* on gate creation
 - Check for stargate.world.*/stargate.network.* on gate entrance
 - Warp player outside of gate on access denied
[Version 0.4.3]
 - Made some errors more user-friendly
 - Properly take into account portal-closed material
[Version 0.4.2]
 - Gates can't be created on existing gate blocks
[Version 0.4.1]
 - Sign option permissions
 - Per-gate iconomy target
 - /sg reload command
 - Other misc fixes
[Version 0.4.0]
 - Carts with no player can now go through gates.
 - You can set gates to send their cost to their owner.
 - Per-gate layout option for "toOwner".
 - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
 - Created separate 'stargate.free.{use/create/destroy}' permissions.
[Version 0.3.5]
 - Added 'stargate.world.*' permissions
 - Added 'stargate.network.*' permissions
 - Added 'networkfilter' config option
 - Added 'worldfilter' config option
[Version 0.3.4]
 - Added 'stargate.free' permission
 - Added iConomy cost into .gate files
[Version 0.3.3]
 - Moved sign update into a schedule event, should fix signs
[Version 0.3.2]
 - Updated to latest RB
 - Implemented proper vehicle handling
 - Added iConomy to vehicle handling
 - Can now set cost to go to creator on use
[Version 0.3.1]
 - Changed version numbering.
 - Changed how plugins are hooked into.
[Version 0.30]
 - Fixed a bug in iConomy checking.
[Version 0.29]
 - Added iConomy support. Currently only works with iConomy 4.4 until Niji fixes 4.5
 - Thanks @Jonbas for the base iConomy implementation
[Version 0.28]
 - Fixed an issue with removing stargates during load
[Version 0.27]
 - Fixed portal count on load
[Version 0.26]
 - Added stargate.create.personal for personal stargate networks
 - Fixed a bug with destroying stargates by removing sign/button
[Version 0.25]
 - Fixed a bug with worlds in subfolders
 - Fixed gates being destroyed with explosions
 - Added stargate.destroy.owner
[Version 0.24]
 - Fixed a loading bug in which invalid gates caused file truncation
[Version 0.23]
 - Added a check to make sure "nethergate.gate" exists, otherwise create it
[Version 0.22]
 - Fixed multi-world stargates causing an NPE
[Version 0.21]
 - Code cleanup
 - Added a few more errors when a gate can't be loaded
 - Hopefully fixed path issue on some Linux installs
[Version 0.20]
 - Fixed the bug SIGN_CHANGE exception when using plugins such as Lockette
[Version 0.19]
 - Set button facing on new gates, fixes weirdass button glitch
 - Beginning of very buggy multi-world support
[Version 0.18]
 - Small permissions handling update.
[Version 0.17]
 - Core GM support removed, depends on FakePermissions if you use GM.
[Version 0.16]
 - Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
 - Left-clicking to activate a stargate works again
[Version 0.15]
 - Built against b424jnks -- As such nothing lower is supported at the moment.
 - Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
 - Removed long constructor.
[Version 0.14]
 - Fixed infinite loop in fixed gates.
 - Fixed gate destination will not open when dialed into.
[Version 0.13]
 - Fixed gates no longer show in destination list.
[Version 0.12]
 - Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
 - Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
 - Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
 - Fixed but not AlwaysOn gates now open the destination gate.
 - Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
[Version 0.11]
 - Fuuuu- Some code got undid and broke everything. Fixed.
[Version 0.10]
 - Hopefully fixed the "No position found" bug.
 - If dest > origin, any blocks past origin.size will drop you at dest[0]
 - Switched to scheduler instead of our own thread for closing gates and deactivating signs
 - No longer depend on Permissions, use it as an option. isOp() used as defaults.
[Version 0.09]
 - Gates can now be any shape 
[Version 0.08]
 - Gates can now consist of any material.
 - You can left or right click the button to open a gate
 - Gates are now initialized on sign placement, not more right clicking!
[Version 0.07]
 - Fixed where the default gate is saved to.
[Version 0.06]
 - Forgot to make gates load from new location, oops
[Version 0.05]
 - Moved Stargate files into the plugins/Stargate/ folder
 - Added migration code so old gates/portals are ported to new folder structure
 - Create default config.yml if it doesn't exist
 - Fixed removing a gate, it is now completely removed
[Version 0.04]
 - Updated to multi-world Bukkit
[Version 0.03]
 - Changed package to net.TheDgtl.*
 - Everything now uses Blox instead of Block objects
 - Started on vehicle code, but it's still buggy